Commit Graph

8 Commits

Author SHA1 Message Date
58539a22b6 Backported from Godot4: Node3D gizmo improvements
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
- JFonS
cfb555a081
- Note: MeshDataResourceEditor is now kind of painful to use, it will be fixed a bit later.
2022-08-11 01:24:29 +02:00
Pedro J. Estébanez
ff5bae8d0e Fix crash when passing null to AudioStreamPlayer::set_stream() 2022-07-25 18:09:39 +02:00
Ellen Poe
94c765d065 instance audio streams before AudioServer::lock call 2022-07-25 17:58:48 +02:00
c9b612f012 Added StringName as a variant type, with eventually the help of 3c0059650d . 2022-03-21 21:29:06 +01:00
4d7df62b8e Clang format all files. 2022-03-18 19:00:13 +01:00
3965d70ac5 Moved more includes to cpp files. 2022-03-17 19:35:23 +01:00
f105eba923 Moved more includes from headers to cpp files. 2022-03-16 20:40:41 +01:00
49f8e8c398 Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00